Part 2: Example/Feature Request Thread Thing

Ok so here's the part where you come into play! Give me some stupid (or, even better, non stupid) ideas about mechanics that change one unit's stats in some way, and from your idea will I come up with a way to implement it using only MSG macros.

If you just want to ask a question about this hack you can too, I'd be happy to answer.

Example:

For each red unit (1) in 2-5 range of each allied unit in 1-2 range of a unit (2), increase (2)'s luck by (1)'s level.

By opening this, I hope two things: for you to understand a bit more how to make dem silly stat modifiers (through the magic of examples), and for me to get ideas and opinions about what I could add in future releases of MSG.

Part 3: (Skill Ideas Work)

As stated before, this integrates well with circles' skill system. So Skill Ideas as Example Requests are valid.

(I am currently working on integrating new!MSG into Circles' Skill System. Which means that maybe probably new!MSG will get included in future releases of the Skill System given I donate enough (I mean old!MSG is already in so ¯\_(ツ)_/¯). Which means that to anyone interested into using it (the skill system), this (new!MSG) will probably become relevant)

Ok so here's the part where you come into play! Give me some stupid (or, even better, non stupid) ideas about mechanics that change one unit's stats in some way, and from your idea will I come up with a way to implement it using only MSG macros.

Funky tile shapes, such as an H shape, an X, an arbitrarily-large + shape, or like

Things like "Mag +2 per enemy in the area", or "All units in the area gain a base N and an additional X per unit in the area"; "Allies in the area gain Hit/Crit if affected by any status (positive or negative)"

Or, perhaps, a bit more interestingly / complicated / messy "All allies in the area gain stats as if they have an additional support level with all allies in the area"-- which would admittedly require checking the area twice, to make sure that the units are in the area and also that the two allies are within range of eachother for support bonuses.

Are those complex/stupid enough challenge sets(because those are things I actually was planning on using at at least one point in project refinement)

Note that the results of shape-based range effects can be wierd if the given shape is not symmetrical by central symmetry. 2WB's shape here is so it's okay.

[area = The shape in the image]"Mag +2 per enemy in the area"

I misunderstood that one at first, so I made a version where all enemies in the area would get +2 mag:https://pastebin.com/NbwsGM5P(Also there's an error: Origin of shape should be 2 2, not 3 3, fixed in the other pastes)

But Coloorz! An arithmetic right shift by 1 (which is what this is) is still a division by 2! The one difference with standard signed integer division is that instead of rounding towards 0 it rounds down.

(In all seriousness, it's probably still not proper behaviour and you're right in noting that)

(Maybe I should go back to update/rewrite this (and more importantly some doc) at some point)